uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

attribute vec3 position;
attribute vec2 uv;

varying vec2 vUv;

void main() {
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  gl_Position = projectionMatrix * viewMatrix * modelPosition;

  vUv = uv;
}